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Topic - Help modeling a pencil

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Erich
rating: signal 0  

Auckland - New Zealand
20 posts
Hi everyone,

It's my first time here, and I am very new with Modo, so I have got a lot of quenstions about it, but for today I have got a simple question so here it goes.
I was trying to model a pencil, and the connection between the tip and base didn't work out very well, because the tip is rounded and the base has six sides then the connection between both are a little squared and I want it rounded. When I say connection I want to mean the place where we use the pencil sharpener. And when we sharpen a pencil the top of this connection has a particular way left by the pencil sharpner... I know it is a litlle bit confused, but I hope someone could help me, thanks a lot.
5/20/2009 - 7:14 AM
[ Quote ]
Dan_Silverman
rating: signal 0  

Virginia, USA
2042 posts
There are several methods of trying to tackle this. And I am in a bit of a hurry, or else I would post screen shots (sorry about that). However, what you could do is build the base of the pencil to have six sides. Then you could build the tip as a separate model ... a cone. With the caps deleted (the flat end of the cone and the end of the six-sided cylinder where it would meet the cone) you could use the Bridge tool to connect the two parts.
5/20/2009 - 7:30 AM
[ Quote ]
Midas
rating: signal 0  

Paisley Park
3024 posts
Hi Everybody,


Erich:


Welcome to the forums.

I think the method suggested by Dan_Silverman is a good one. Below is what I think he had in mind.

1. Use the cylinder primitive to create a 6 sided 'barrel'. Select the end polygons and delete them. Press the TAB key and you will have what appears to be a tube.



2. Select all the lengthwise edges and press 'b' for the bevel tool. Apply a 50um bevel. This will sharpen the edges. In a separate mesh item use the cone primitive to create your pencil point. Make sure the cone has 12 sides.




3. In the 'point' layer, select the bottom poly and delete it. Cut and paste the cone into the 'barrel' layer. Use the 'edge slice' tool to create a zig zag cut at the base of the cone. Having done this you can proceed to bridge the gap between the point and the barrel by creating a series of triangles. To do this select 3 verts in a clockwise order and press the 'p' key to create a polygon. Repeat the process.





4. When you have completed the triangle joins, focus on the other end of the pencil. Select the end edgeloop and use the 'edge slide tool' with duplicate checked to slide an extra edge into place. In a separate mesh item create a 6 sided sphere. Press TAB to convert it to face polys, and use the scale tool (R key) to stretch it to the right size. Delete half and then cut and paste it into the main mesh item.




5. Use the edge slice tool again to create two cuts either side of the 6 main edges. Having made the cuts, select the original, central edge and use the backspace key to remove it. Doing this will leave a vert behind. Select it and press backspace to remove it also. Repeat the process.



6. Select the opposite edgeloops and use the bridge tool to connect the two components.



7. The final step is simply to press the 'd' key. This will convert everything to quads. Press TAB.



8. The benefit of doing it this way is that you can create some shaped masks based on the flow of the polys. Simply select the barrel polys and press the 'm' key to assign a material mask. Do the same for the lead and the end piece.





9. Voila. A pencil. Go draw something.
















Emotional Content, not anger. (Bruce Lee-Enter the Dragon)

Message edited by Midas on 5/20/2009 - 4:43 PM

5/20/2009 - 3:40 PM
[ Quote ]
Midas
rating: signal 0  

Paisley Park
3024 posts


EDIT:


I just realised that it will be better to create a UV map and paint in the pencil details once you have finished the modelling.

Emotional Content, not anger. (Bruce Lee-Enter the Dragon)

5/20/2009 - 4:53 PM
[ Quote ]

Carrying the flag for daft forum nicknames
2786 posts

Joining a cone to a hexagonal shaft by bridging is the right method, but the result should be a little different. A pencil sharpener reduces the flats less than the edges of the shaft:



Mark

5/20/2009 - 5:10 PM
[ Quote ]
Midas
rating: signal 0  

Paisley Park
3024 posts


Sorcerers Plaything:


You are right.

I think you should post some steps, because your result is cleaner and a lot less complex than mine.

Emotional Content, not anger. (Bruce Lee-Enter the Dragon)

5/20/2009 - 5:20 PM
[ Quote ]
JeffNet
rating: signal 0  

Sask, Canada
422 posts
The pencil and tablet stylus render on the "Presets Part II" page by Seneca should be good inspiration.

Jeff
5/20/2009 - 8:32 PM
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Ghizzy
rating: signal 0  

Antwerp, Belgium
146 posts
Sorcerers Plaything:

me too I'm interested in some screenshots of this process
clean mess indeed, and I haven't been able to achieve it
5/21/2009 - 2:08 AM
[ Quote ]

Carrying the flag for daft forum nicknames
2786 posts

OK. Bear with me, I'll post something in a while.
5/21/2009 - 2:57 AM
[ Quote ]
Ghizzy
rating: signal 0  

Antwerp, Belgium
146 posts
looking forward…

I was trying all morning… nope

5/21/2009 - 3:25 AM
[ Quote ]
Ghizzy
rating: signal 0  

Antwerp, Belgium
146 posts
where can I find Seneca's tutorial ?
5/21/2009 - 3:32 AM
[ Quote ]

Carrying the flag for daft forum nicknames
2786 posts
Here we go. Hope it makes sense.

1 - Create a hexagonal cylinder for the shaft of the pencil, and a 24-sided cone to form the shaved end. Delete the unwanted caps.


2 - Perform a Mesh Edit>Subdivide>Facetted on the shaft and then select the new mid-point vertices of the flat faces.


3 - Move these vertices up until they just touch the cone.


4 - Loop slice the cone once, just above the top points of the shaft.


5 - Delete the bottom loop of polygons from the cone. Then perform another facetted subdivision on the shaft, which will now have 24 sides to match the cone. If you want to make the edges of the shaft slightly crisper, now would be the time to move the newly created edges nearer to the main edges (or you could loop cut individually to put them exactly where you want them, instead of the facetted divide) . I haven't bothered to do that in this example.


6 - Make sure the meshes are in one Item layer. Bridge between the edges of the cone and the shaft.



7 - Use Edge Slide with Duplicate on to add a couple of extra loops on the shaft side of the join.


8 - Add some loop cuts to support the shape.


9 - Hit Tab.


Mark

Message edited by Sorcerers Plaything on 5/21/2009 - 5:14 AM

5/21/2009 - 5:10 AM
[ Quote ]
Midas
rating: signal 0  

Paisley Park
3024 posts


Thanks for posting this SP.

Very logical and effective approach. I'll add it to my bag of tricks:)

Emotional Content, not anger. (Bruce Lee-Enter the Dragon)

5/21/2009 - 6:12 AM
[ Quote ]
Erich
rating: signal 0  

Auckland - New Zealand
20 posts
I have no words to thanks everyone.
All my doubts were ended.... and I hope in the future to be so good as you guys modeling with Modo to help other mates.
I am really appreciate.... thank you a lot.
5/21/2009 - 9:57 AM
[ Quote ]
kevmodo
rating: signal 0  

Taunton, MA
343 posts
Hey Sorcerer:

(and Midas) thanx for this - I was trying to do the same thing a few weeks ago, got the pencil
done ok (similar to your methods) but I couldn't figure out how to get the "scallops" between the hex and the cone - and the solution is so simple!

thanx again

k!
5/21/2009 - 2:19 PM
[ Quote ]
Viewlex
rating: signal 0  

Moscow
1400 posts
wow thanks for this
5/21/2009 - 3:14 PM
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Ghizzy
rating: signal +2 signal 

Antwerp, Belgium
146 posts
Hi,


thanks for the posts

but there was one thing that didn´t convince me: the fact that in both solutions, the "coniness" of the wooden part is broken


big deal ? don´t know… first time I saw Sorcerers Playthings mesh, I didn´t even notice it, so…
but for art´s sake !!


I tried a boolean, and it worked out, avoiding this "thingie", and it was kinda fast too

here´s how it could work:

1) create a cone (24 sides) and a 6-sided cilinder, each in a separate mesh, both centered


2) perform a boolean



3) here´s the result:


4) after some cleaning up and running seneca´s mesh cleanup script, you get this:
(all conical)



5) extend ("z"-key) the selected edges and you get the body


6)zero out the dimensions on the Y-axis of the extended edges


7) bevel the edges between the coloured body and the wooden part, on the upper part of the pencil


8) loop slice near the tip of the pencil


9) select the bottom edges again, and press "P" for polygon


10) some beveling and beveling-in, and there is the pencil



the file:
http://www.kapibara.be/modo/potlood.zip

Message edited by Ghizzy on 5/23/2009 - 1:21 AM

5/22/2009 - 10:42 AM
[ Quote ]
Bob deWitt
rating: signal 0  

Utah Valley University, Orem, Utah, USA
756 posts
Good solutions all. However, after trying each one out, I think I like Ghizzy's best: it's very fast, and no bridging needed, with a nice, clean mesh. (I didn't really even need seneca's script).

Professor Bob
5/22/2009 - 11:21 AM
[ Quote ]
Midas
rating: signal 0  

Paisley Park
3024 posts


Hi Everybody,


Ghizzy:


Nice refinement. Lean and mean:)


PS. Your method seems optimal.

Emotional Content, not anger. (Bruce Lee-Enter the Dragon)

5/22/2009 - 11:40 AM
[ Quote ]
Viewlex
rating: signal 0  

Moscow
1400 posts
great! ghizzy thats a really nice way to work, thanks a lot.

At step 6 You zeroed the Y position of the vertices - that is with Vertex - Set Position?

Message edited by Viewlex on 5/22/2009 - 2:53 PM

5/22/2009 - 2:33 PM
[ Quote ]

Carrying the flag for daft forum nicknames
2786 posts

Nice one, Ghizzy!

Mark
5/22/2009 - 3:25 PM
[ Quote ]
Bob deWitt
rating: signal 0  

Utah Valley University, Orem, Utah, USA
756 posts
Rattyu;
You don't need to zero the vertices with Vertex > Set Position (you can, but you don't need to). Simply select all of the vertices that are on the bottom edge of the mesh (in this example), activate the Scale tool, and move the Y (green) handle to the middle of the widget. Or, for a more precise method, in the Transform dialog for the Scale tool, type 0% into the Y parameter on the Scale Offset dialog.

Professor Bob

By the way, isn't it interesting how modeling such a seemingly-simple object as a pencil can generate such a lengthy thread.....

Message edited by Bob deWitt on 5/23/2009 - 1:14 PM

5/22/2009 - 7:10 PM
[ Quote ]

Carrying the flag for daft forum nicknames
2786 posts
Quote from Bob deWitt :

By the way, isn't it interesting how modeling such a seemingly-simple object as a pencil can generate such a length thread.....


Yes, it is. Over the time I've been coming here there have been some great threads*, full of 'Aha!' moments for me. It's always good to have more than one way to tackle something.

Mark

*edit: to be clear - I don't mean 'because' I've been coming here... most of the time they're threads I've just read rather than participated in. It's a great way to learn, just a bit of a pity that so much goodness fades into the history of the forums.

Message edited by Sorcerers Plaything on 5/23/2009 - 3:09 AM

5/23/2009 - 2:55 AM
[ Quote ]
Viewlex
rating: signal 0  

Moscow
1400 posts
Quote from Bob deWitt :
Rattyu;
You don't need to zero the vertices with Vertex > Set Position (you can, but you don't need to). Simply select all of the vertices that are on the bottom edge of the mesh (in this example), activate the Scale tool, and move the Y (green) handle to the middle of the widget. Or, for a more precise method, in the Transform dialog for the Scale tool, type 0% into the Y parameter on the Scale Offset dialog.


pff that rox. im going to boolean everything now
5/23/2009 - 3:22 AM
[ Quote ]
Ghizzy
rating: signal +1 signal 

Antwerp, Belgium
146 posts
roger that, Sourcerers Plaything

first of all: everything starts with the lack of a good manual "the old style"; meaning that one needs a book, that, when you have "RTFM", should have cleared out every step, option and parameter of ALL tools. Nothing fancy, just clearly explained.

Sadly, this is abandoned by software manufacturers, not only by the Luxies
(anyone has read Photoshop´s manual ? pfff…)

Now Luxology compensates with their Luxology TV and the intruction videos (my idea ? Brad is the very best teacher in the club !!! He´s a natural, and far from critisizing Andy - lovely videos, Andy - his tone, rhytm and insight in what it means for us to learn what for him is already evident, makes me jump forward in my understanding Modo every time he launches a video (I find Andy kinda tends to rush a bit, sometimes)

The problem is one can´t find the stuff afterwards in an organized way (in which video, and at what second Andy told about how to… ??)

I think we´d be all benefitted with a series of videos, structured and organized by tool, like the ones we have, via the help, but more in-depth, and complete. So, instead of "RTFM", it is "watch the f****** videos", from now on "WTFV", hehe

well… as I write this, I hear myself repeating what already has been said many times
Just had to get it off my chest, sorry folks :-). It´s a beauty spot on a wonderfull software

let´s pray Lux pays attention to this with 4.01

now this forum rocks, and will always be a contribute to solve our problems, and, (maybe I´m wrong), also a contribute to Luxologies understanding of what their customers need. Having a "crack" like Andy in the house must be wonderfull, but maybe a danger to forget that there are some humans full of doubts about what for him might be too simple to talk about :-)

resume: thanks for all the posts that helped me out

later, gator



5/23/2009 - 3:47 AM
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